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feat(rails): answer RequestRailActivatorState
The client's rail activator sends RequestRailActivatorState (1479, no payload) when it is added to the world (LWORailActivatorComponent:: SendMessage 0x00c00da0) and live answered with NotifyRailActivatorStateChange (1478, bActive) to that client; the client stores rail_activator_active and updates the rail's pick type (usable or not). Live: 152 requests, 413 answers, every one bActive = true. DLU dropped the request and never answered. RailActivatorComponent keeps the level key rail_activator_active (default true; every rail in the live levels sets it to 1) and the request is answered with it. Check in game: in Ninjago Monastery and Nimbus Station, rails (spinjitzu posts, the Nexus Tower rails) show as usable and work as before when first loading the world and after zone changes. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -4,6 +4,8 @@
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#include "CDComponentsRegistryTable.h"
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#include "CDRailActivatorComponent.h"
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#include "Entity.h"
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#include "MovementMessages.h"
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#include "dGameMessagesTests/GameMessageTestUtils.h"
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#include "RailActivatorComponent.h"
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#include <gtest/gtest.h>
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@@ -57,3 +59,26 @@ TEST_F(RailActivatorComponentTests, NoRowAndNoKeysIsNotImmune) {
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EXPECT_FALSE(rail->GetDamageImmune());
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EXPECT_FALSE(rail->GetNoAggro());
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}
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// Live answered the client's RequestRailActivatorState (1479, no payload; 152 packets) with
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// NotifyRailActivatorStateChange (1478) to that client: every one of the 413 live packets was bActive = true (80).
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TEST_F(RailActivatorComponentTests, RequestRailActivatorStateIsAnswered) {
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using namespace GameMessageTestUtils;
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entity->AddComponent<RailActivatorComponent>(COMPONENT_ID);
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GameMessages::RequestRailActivatorState request;
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const auto packets = Capture([&] { request.Handle(*entity, ClientAddress()); });
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ASSERT_EQ(packets.size(), 1u);
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EXPECT_EQ(packets[0].sysAddr, ClientAddress());
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EXPECT_FALSE(packets[0].broadcast);
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EXPECT_PACKET_EQ(FromHex("53 05 00 0c 00 00 00 00 01 00 00 00 00 00 00 00 c6 05 80", 145), FromCapture(packets[0]));
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}
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TEST_F(RailActivatorComponentTests, InactiveRailIsReportedInactive) {
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using namespace GameMessageTestUtils;
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entity->SetVar<bool>(u"rail_activator_active", false);
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const auto* const rail = entity->AddComponent<RailActivatorComponent>(COMPONENT_ID);
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EXPECT_FALSE(rail->GetActive());
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GameMessages::NotifyRailActivatorStateChange notify;
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notify.bActive = false;
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EXPECT_FALSE(RoundTrip(notify).bActive);
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}
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